uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec2 uFrequency;
uniform float uTime;

attribute vec3 position;
attribute vec2 uv;
attribute float aRandom;

varying vec2 vUv;

void main() {
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  float height = sin(position.x * uFrequency.x + uTime) * 0.2;
  height += sin(position.y * uFrequency.y + uTime) * 0.2;
  gl_Position = projectionMatrix * viewMatrix * modelPosition;

  vUv = uv;
}